Thanks for this, it helped me make a simple fog of war for my world map system. It also clarified a lot of shader concepts for me.
@levanfirtskhalava38364 жыл бұрын
Great tool and very useful technic. I am very happy :)
@PsyCoCinematics2 жыл бұрын
4:53 Ultimate anime betrayal! Hah, couldn't resist XD If anyone didn't have the starter content turned on and opted to use something else, you'll notice the textures stretch on the edges in this one. Just swap to the UE4 Logo and it'll do fine for this example.
@reesaac53343 жыл бұрын
1:10 i cant see 'Shared: Clamp' option in ue5, what should i do?
@reesaac53343 жыл бұрын
i just add clamp node left of texture sample node, and looks like it works :P
@mellon8533 жыл бұрын
@@reesaac5334 thanks)
@sams_3d_stuff3 жыл бұрын
You're the BEST!
@mattthomas372 Жыл бұрын
My brush completely fills the surface dmg texture/plane, even after adding the vector parameters/offset. What it is doing is moving the offset of the sampling in the brush itself.
@GRGC252 жыл бұрын
You´ve got no idea on how helpfull this is! Is there some docs or books or research papers where i could better understand the math you´re doing to center the texture in the render target? i know it´s pretty obvious but i still would like to get more understanding of those tidbits
@weazel7255 жыл бұрын
5:46 you used a 4d vector for the brush material then masked out the red and green channels. Out of curiosity, is there any specific reason that you wouldn't use a 3d or 2d vector there? Great tutorials so far I'm learning a ton, keep up the good work!
@DanielElliott3d5 жыл бұрын
I'm not 100% sure right now because I'm away from my computer but I think parameters come as 4d. I could be wrong ( especially as this was in 4.18 so it might be different in later versions). Thanks for the kind words.
@weazel7255 жыл бұрын
@@DanielElliott3d No problem haha. Didnt think you'd reply so fast! Ignore the comment on realtimefx since its the same question haha.
@DanielElliott3d5 жыл бұрын
MunsFX cool no probs, just saw the notification pop up. I like getting comments so always happy to help out.
@elkay805 жыл бұрын
Hey Dokipen, big props for explaining this in so much detail! In my project the damage texture from the render target shows up on all 6 faces of the cubes though, not only on the one where the hit was detected. How can I change this?
@DanielElliott3d5 жыл бұрын
Where did the cube come from? If each face of the cube shares the same uvs then they will all show the damage. The faces have to have unique uvs. Also any uv seams wont show the damage across the seams. It's one downside to the technique.
@elkay805 жыл бұрын
@@DanielElliott3d Thanks for clearing this up. It´s a simple cube from the basic section inside the editor. Can this be unwrapped to uniqe uvs somehow?
@DanielElliott3d5 жыл бұрын
@@elkay80 i was using the cube actor that is in the first person template. I thought it was the same as the one from the modes panel. I'll have to check it out and see if there is a box with unique uvs available somewhere in the editor.
@elkay805 жыл бұрын
Let me know if you find it. You already helped a lot by telling me why this occurs. I can unwrap a cube in my 3d program and try it on that one
@AlexanderOsadchy5 жыл бұрын
What about Drawing Damage on Skeletal Mesh? )
@GoatOfTheWoods5 жыл бұрын
This is what i am trying to achieve. First, enable Per poly collision in Physics in the Mesh section of your skeletal mesh. The trace should hit it now. But, unfortunately, it doesn't render damage under the trace..
@AlexanderOsadchy5 жыл бұрын
@@GoatOfTheWoods because it returns Physics Asset not mesh
@GoatOfTheWoods5 жыл бұрын
@@AlexanderOsadchy I am hitting the mesh, i also enabled Per poly collision in the Skeletal Mesh tab of the object
@DanielElliott3d5 жыл бұрын
I did some looking into this because fataxel asked as well. answers.unrealengine.com/questions/533665/find-collision-uv-always-returns-zero-for-skeletal.html According to that, it seems that its not supported by the engine, even though there is some code in there at the bottom which suggests it should be possible. but for now unwrapping the skeletal mesh to uv space and using the scene capture actor seems to be the way to go.